asset.import
Since next
[editor or disk] Measure a GLB or FBX (Blender converts it), copy it into the project with an entity in the open scene: a workspace-service revision, else an editor undo step, else written to the files.
Unit scale, up axis, collider as the editor's Import dialog decides; a collider is never guessed: ask for one. .ogg/.wav/.flac/.mp3 become audio assets (play by the returned asset id); .ttf/.otf go into ui/fonts (name by the returned family). The kit in argus://starter needs no import. paths or glob: many files in one call.
| Title | Import a model, sound or font |
| Mode | |
| Token cost | about 669 tokens (listed only when its toolset is enabled) |
| Toolset | assets |
Arguments
| Argument | Type | Required | Default | Allowed values | Description |
|---|---|---|---|---|---|
baseCenter | boolean | no | false | Origin at the base centre, not the file's | |
bodyRig | boolean | no | false | A model with no skeleton gets a 5-joint body rig and body clips (Idle, LeanLeft/Right, Punch, Throw, ThrowBack, PointLeft/Right, Cheer, HighFive, HangLeft/Right, HitReact, LeanBack, FistPump, Sag, Slump, LookAround, Fidget, HoldOn) | |
collider | enum | no | none | none, box, trimesh, hulls | |
forwardAxis | enum | no | Y, Z, -Y, -Z, X, -X | ||
glob | string | no | Absolute pattern: *, ?, ** for any folders | ||
path | string | no | The model, sound or font file, absolute | ||
paths | any[] | no | Many files: each a path or {path, …own settings}; settings beside apply to all; a result each | ||
scan | object | no | Scan cook settings (an .obj/.ply is always cooked; a .glb only when this is given). Defaults: 500000 triangles, levels [0.25, 0.0625] of it, 4096 px textures, 32 hulls, source kept. | ||
targetSizeM | number | no | Scale to this many metres on the longest axis | ||
unitScale | number | no | 1 | File units per metre | |
upAxis | enum | no | Y | Y, Z, -Y, -Z, X, -X |
Example
An MCP tools/call with the required arguments (placeholders in angle brackets).
{
"name": "asset.import",
"arguments": {}
}